- Level 4 - Race:: [[Half-elf]] <!--ID: 1631100132157--> - Race Features - "[[Dilettante]]: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power." - "[[Dual Heritage]]: You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements." - "[[ttrpgs/Order of the Wandering Mind/Group Diplomacy]]: You grant allies within 10 squares of you a +1 racial bonus to [[ttrpgs/Order of the Wandering Mind/Diplomacy (Skill)]] checks. " - Class:: [[Cleric]] - Class Features - [[Channel Divinity]] - "Once per encounter, fill yourself with divine power from your god and either:" - "[[ttrpgs/Order of the Wandering Mind/Channel Divinity: Turn Undead]]" - "You sear undead foes, push them back, and root them in place. Encounter ✦ Divine, Implement, Radiant Standard Action Close burst 2 (5 at 11th level, 8 at 21st level) Target: Each undead creature in burst Attack: [[Wisdom (Wis)]] vs. [[Will Defense]] Hit: 1d10 + [[Wisdom (Wis)]] modifier radiant damage, and you push the target a number of squares equal to 3 + your [[Charisma (Cha)]] modifier. The target is immobilized until the end of your next turn. Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level. Miss: Half damage, and the target is not pushed or immobilized." - "[[ttrpgs/Order of the Wandering Mind/Channel Divinity: Divide Fortune]]" - "In the face of peril, you hold true to your faith and receive a special boon. Encounter ✦ Divine Free Action Personal Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn." - [[ttrpgs/Order of the Wandering Mind/Channel Divinity: Healer's Mercy]] - "Strength flows out from you to your injured comrades, rekindling their resolve to see the battle to its end. Encounter ✦ Divine, Healing Standard Action Close burst 5 Target: Each bloodied ally in burst Effect: Each target can spend a healing surge. You are weakened until the end of your next turn." - [[Healer's Lore]] - [[Healing Word (power)]] - [[Ritual Casting]] - 1/2 LVL - +2 - Size: Medium - Gender: Female - Age: 18 - Height: - Weight: - Alignment: [[ttrpgs/Order of the Wandering Mind/Lawful good]] - Deity: [[Tyr]] - Speed: 6 squares -1[*]([[Armor Class]])=5 - Vision: Low-light - [[Feats]] - [[Combat Medic (feat)]] - "Prerequisite: Trained in Heal Benefit: You administer [[First Aid (Heal Skill)]] to stabilize the dying as a minor action, instead of a standard action. You also gain a +2 feat bonus to Heal checks." - [[Healer's implement (feat)]] - "Prerequisite: Cleric Benefit: When you grant healing with any of your cleric healing powers, add your holy symbol’s enhancement bonus to the hit points the recipient regains." - [[Implement Expertise (feat)]] - "Benefit: Choose a type of implement. You gain a +1 bonus to attack rolls with any implement power you use through that type of implement. The bonus increases to +2 at 15th level and +3 at 25th level. Special: You can take this feat more than once. Each time you take this feat, choose a different type of implement." - Feats I Like - [[Group Insight (feat)]] - [[Skill training (feat)]] - [[Defensive Grace (feat)]] - [[Defensive Healing Word (feat)]] - [[ttrpgs/Order of the Wandering Mind/Linguist (feat)]] - [[Jack of all Trades (feat)]] - Hit Points:: - Max HP:: 34 - Bloodied (Half HP):: 17 <!--ID: 1631100132162--> - Healing Surge Value (1/4 HP):: 8 <!--ID: 1631100132165--> - Healing Surges - Surges/Day:: 7"+2" [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] <!--ID: 1631100132167--> - HP at 1st level:: 12"+2" - HP per level gained:: 5 - [[Initiative]]:: 1d20 "+2" <!--ID: 1631100132172--> - Ability Scores:: - {{[[table]]}} - **Ability** - **Score** - **Mod** - **Mod+1/2LVL** - [[Strength (Str)]] - 13 - +1 - +3 - [[Constitution (Con)]] - 8+2[*]([[Half-elf]])=10 - +0 - +2 - [[Intelligence (Int)]] - 12 - +1 - +3 - [[Dexterity (Dex)]] - 10 - +0 - +2 - [[Wisdom (Wis)]] - 18 - +4 - +6 - [[Charisma (Cha)]] - 16+2[*]([[Half-elf]])=18 - +4 - +6 - ""Ability Score Modifiers"" - ""![](assets/1622579319_137.png)"" - Defenses:: - {{[[table]]}} - **Defense** - **10+1/2LVL** - **ARMOR/ABIL** - **CLASS** - **FEAT** - **ENH** - **MISC** - **MISC** - [[Armor Class]] - 12 - "+6" - - - - - - [[Fortitude Defense]] - 12 - "+1" or "+0" (higher) - - - - - - [[Reflex Defense]] - 12 - "+0" or "+1" (higher) - - - - - - [[Will Defense]] - 12 - "+4" or "+4" (higher) - +2[*](((hm9uiPwIa))) - - - - - Armor Proficiencies: - cloth - leather - hide - chainmail - Weapon Proficiencies: - simple melee - simple ranged - Implement: holy symbol - [[Powers (Xionerys)]] - Attack Workspace:: 1d20 - {{[[table]]}} - **Ability** - **ATT Bonus (Total)** - **1/2 LVL** - **ABIL** - **DEF** - **CLASS** - **PROF** - **FEAT** - **ENH** - **MISC** - [[Astral Seal (power)]] - +10 - "+2" - "+4" [[Wisdom (Wis)]] - [[Reflex Defense]] - - - +1[*]([[Implement Expertise (feat)]]) - +1[*]([[Symbol of Life (holy symbol)]]) - +2[*]([[Astral Seal (power)]]) - [[Sacred Flame (power)]] - +8 - "+2" - "+4" [[Wisdom (Wis)]] - [[Reflex Defense]] - - - +1[*]([[Implement Expertise (feat)]]) - +1[*]([[Symbol of Life (holy symbol)]]) - - [[Bane (power)]] - +8 - "+2" - "+4" [[Wisdom (Wis)]] - [[Reflex Defense]] - - - +1[*]([[Implement Expertise (feat)]]) - +1[*]([[Symbol of Life (holy symbol)]]) - - [[Eyebite (power)]] - +7 - "+2" - "+4" [[Charisma (Cha)]] - [[Reflex Defense]] - - - - +1[*]([[Symbol of Life (holy symbol)]]) - - [[Daunting Light (power)]] - +8 - "+2" - "+4" [[Wisdom (Wis)]] - [[Reflex Defense]] - - - +1[*]([[Implement Expertise (feat)]]) - +1[*]([[Symbol of Life (holy symbol)]]) - - [[ttrpgs/Order of the Wandering Mind/Channel Divinity: Turn Undead]] - +8 - "+2" - "+4" [[Wisdom (Wis)]] - [[Reflex Defense]] - - - +1[*]([[Implement Expertise (feat)]]) - +1[*]([[Symbol of Life (holy symbol)]]) - - [[Beacon of Hope (power)]] - +8 - "+2" - "+4" [[Wisdom (Wis)]] - [[Will Defense]] - - - +1[*]([[Implement Expertise (feat)]]) - +1[*]([[Symbol of Life (holy symbol)]]) - - [[Iron to Glass (power)]] - +8 - "+2" - "+4" [[Wisdom (Wis)]] - [[Reflex Defense]] - - - +1[*]([[Implement Expertise (feat)]]) - +1[*]([[Symbol of Life (holy symbol)]]) - - Damage Workspace:: - {{[[table]]}} - **Ability** - **DAMAGE ON HIT** - **OTHER DAMAGE** - **ABIL** - **FEAT** - **ENH** - **MISC** - **MISC** - [[Sacred Flame (power)]] - 1d6+4+1/1d6[*]([[Symbol of Life (holy symbol)]]) - 0 - "+4" [[Wisdom (Wis)]] - - +1/1d6[*]([[Symbol of Life (holy symbol)]]) - [[Eyebite (power)]] - 1d6+4+1/1d6[*]([[Symbol of Life (holy symbol)]]) - 0 - "+4" [[Charisma (Cha)]] - - +1/1d6[*]([[Symbol of Life (holy symbol)]]) - [[Daunting Light (power)]] - 2d10+4+1/1d6[*]([[Symbol of Life (holy symbol)]]) - 0 - "+4" [[Wisdom (Wis)]] - - +1/1d6[*]([[Symbol of Life (holy symbol)]]) - [[ttrpgs/Order of the Wandering Mind/Channel Divinity: Turn Undead]] - 1d10+4+1/1d6[*]([[Symbol of Life (holy symbol)]]) - 0 - "+4" [[Wisdom (Wis)]] - - +1/1d6[*]([[Symbol of Life (holy symbol)]]) - [[At-Will Powers]] - [[Astral Seal (power)]] "Attack 1d20"+10", -2 to all def, "HP 2"+4""+1[*]([[Symbol of Life (holy symbol)]])"[*]([[Healer's implement (feat)]])=7"" - #[[ttrpgs/Order of the Wandering Mind/Level 1 (Daenerys)]] - "You outline your enemy with the silver glow of the Astral Sea, and its healing light bathes your friend. At-Will ✦ Divine, Healing, Implement Standard Action Ranged 5 Target: One creature Attack: [[Wisdom (Wis)]] +2 vs. [[Reflex Defense]] Hit: Until the end of your next turn, the target takes a –2 penalty to all defenses. The next ally who hits it before the end of your next turn regains hit points equal to 2 + your Charisma modifier." - [[Sacred Flame (power)]] "Attack 1d20"+8", Hit "1d6+4+1/1d6[*]([[Symbol of Life (holy symbol)]])", temp HP"+6"/saving throw" - #[[ttrpgs/Order of the Wandering Mind/Level 1 (Daenerys)]] - "Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power. At-Will ✦ Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: [[Wisdom (Wis)]] vs. [[Reflex Defense]] Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw. Increase damage to 2d6 + Wisdom modifier at 21st level." - [[First Aid (Heal Skill)]] Check against [[Heal (Skill)]]: 1d20"+13" - Can be used as minor action [*]([[Combat Medic (feat)]]) - "✦ Use Second Wind: Make a DC 10 Heal check to allow an adjacent character to use his or her second wind (page 291) without the character having to spend an action. The character doesn’t gain the defense bonuses normally granted by second wind." - "✦ Stabilize the Dying: Make a DC 15 Heal check to stabilize an adjacent dying character. If you succeed, the character can stop making death saving throws until he or she takes damage. The character’s current hit point total doesn’t change as a result of being stabilized." - "✦ Grant a Saving Throw: Make a DC 15 Heal check. If you succeed, an adjacent ally can immediately make a saving throw, or the ally gets a +2 bonus to a saving throw at the end of his or her next turn." - [[Encounter Powers]] - [ ] [[Bane (power)]] "Attack 1d20"+8", Hit -(1"+4") to attack and all def. " - #[[ttrpgs/Order of the Wandering Mind/Level 1 (Daenerys)]] - "You lay a divine curse upon your foe that shrouds it in enervating shadows. Encounter ✦ Divine, Implement Standard Action Ranged 10 Target: One creature Attack: [[Wisdom (Wis)]] vs. [[Will Defense]] Hit: Until the end of your next turn, the target takes a penalty to attack rolls and all defenses equal to 1 + your [[Charisma (Cha)]] modifier" - [ ] [[Eyebite (power)]] #[[Warlock]] "Attack 1d20"+7", Hit "1d6+4+1/1d6[*]([[Symbol of Life (holy symbol)]])", invisible" - #[[Dilettante]] - "You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight. At-Will ✦ Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: [[Charisma (Cha)]] vs. [[Will Defense]] Hit: 1d6 + [[Charisma (Cha)]] modifier psychic damage, and you are invisible to the target until the start of your next turn. Increase damage to 2d6 + [[Charisma (Cha)]] modifier at 21st level." - [ ] [[Daunting Light (power)]] "Attack 1d20"+8", Hit "2d10+4+1/1d6[*]([[Symbol of Life (holy symbol)]])", combat adv to ally" - #[[ttrpgs/Order of the Wandering Mind/Level 3 (Daenerys)]] - "A burning column of light engulfs your foe. Its brilliance burns and hinders your foe’s defense for a short time. Encounter ✦ Divine, Implement, Radiant Standard Action Ranged 10 Target: One creature Attack: [[Wisdom (Wis)]] vs. [[Reflex Defense]] Hit: 2d10 + Wisdom modifier radiant damage. Effect: One ally you can see gains combat advantage against the target until the end of your next turn" - [ ] [[Channel Divinity]] #[[ttrpgs/Order of the Wandering Mind/Class Features]] - [[ttrpgs/Order of the Wandering Mind/Channel Divinity: Healer's Mercy]] "Surge"+4"[*]([[Healer's Lore]])"+1[*]([[Symbol of Life (holy symbol)]])" HP if bloodied, weakened" - "Strength flows out from you to your injured comrades, rekindling their resolve to see the battle to its end. Encounter ✦ Divine, Healing Standard Action Close burst 5 Target: Each bloodied ally in burst Effect: Each target can spend a healing surge. You are weakened until the end of your next turn." - "+4" to HP gained due to [[Healer's Lore]] - [[ttrpgs/Order of the Wandering Mind/Channel Divinity: Turn Undead]] "Attack 1d20"+8", Hit "1d10+4+1/1d6[*]([[Symbol of Life (holy symbol)]])", push 3"+4" squares, immobilized" - "You sear undead foes, push them back, and root them in place. Encounter ✦ Divine, Implement, Radiant Standard Action Close burst 2 (5 at 11th level, 8 at 21st level) Target: Each undead creature in burst Attack: [[Wisdom (Wis)]] vs. [[Will Defense]] Hit: 1d10 + [[Wisdom (Wis)]] modifier radiant damage, and you push the target a number of squares equal to 3 + your [[Charisma (Cha)]] modifier. The target is immobilized until the end of your next turn. Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level. Miss: Half damage, and the target is not pushed or immobilized." - [[ttrpgs/Order of the Wandering Mind/Channel Divinity: Divide Fortune]] "Attack +1 until end of next turn" - "In the face of peril, you hold true to your faith and receive a special boon. Encounter ✦ Divine Free Action Personal Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn." - [ ] [ ] [[Healing Word (power)]] "Healing surge +1d6"+4"[*]([[Healer's Lore]])"+1[*]([[Symbol of Life (holy symbol)]])"[*]([[Healer's implement (feat)]])" - "You whisper a brief prayer as divine light washes over your target, helping to mend its wounds. Encounter (Special) ✦ Divine, Healing Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter. Minor Action Close burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally Effect: The target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level." - [ ] [[Second Wind]] Healing surge, +2 to all def - "✦ Spend a Healing Surge: Spend a healing surge to regain hit points (see “Healing,” page 293)." - "✦ +2 Bonus to All Defenses: You gain a +2 bonus to all defenses until the start of your next turn." - [[Daily Powers]] - [ ] [[Beacon of Hope (power)]] "Attack 1d20"+8", Hit weakened, HP +5"+4"[*]([[Healer's Lore]])+1[*]([[Symbol of Life (holy symbol)]])[*]([[Healer's implement (feat)]]), all healing +5 for encounter" - #[[ttrpgs/Order of the Wandering Mind/Level 1 (Daenerys)]] - "A burst of divine energy harms your foes and heals your allies. The radiant energy lingers around your holy symbol and improves your healing powers for the rest of the battle. Daily ✦ Divine, Healing, Implement Standard Action Close burst 3 Target: Each enemy in burst Attack: [[Wisdom (Wis)]] vs. [[Will Defense]] Hit: The target is weakened until the end of its next turn. Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter." - [ ] [[Cure Light Wounds (power)]] #[[Cleric]] #[[ttrpgs/Order of the Wandering Mind/Utility Powers]] "Healing surge "+4"[*]([[Healer's Lore]])"+1[*]([[Symbol of Life (holy symbol)]])"[*]([[Healer's implement (feat)]])" - #[[ttrpgs/Order of the Wandering Mind/Healing (keyword)]] #[[ttrpgs/Order of the Wandering Mind/Utility Powers]] #[[ttrpgs/Order of the Wandering Mind/Level 2 (Daenerys)]] - ((UciLioSPM)) - "+4" to HP gained due to [[Healer's Lore]] - [ ] [[Iron to Glass (power)]] "Attack 1d20"+8", Hit -4 to melee damage up to -10, Miss -2 to melee damage up to -5" - #[[ttrpgs/Order of the Wandering Mind/Level 5 (Daenerys)]] - "Tracing runes of denial in the air, you cause your foe’s weapons to become as brittle as glass. Daily ✦ Divine, Implement Standard Action Ranged 10 Target: One creature Attack: [[Wisdom (Wis)]] vs. [[Reflex Defense]] Hit: Until the end of the encounter, the target takes a –4 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 2 to a maximum of –10. Miss: Until the end of the encounter, the target takes a –2 penalty to melee damage rolls. Whenever the target hits with a melee attack, the penalty worsens by 1 to a maximum of –5." - [ ] [[Symbol of Life (holy symbol)]] "+1d6 when healed by encounter or daily powers" - "The power of your faith adds energy to your healing prayers. Lvl 2 +1 520 gp Lvl 7 +2 Lvl 12 +3 Lvl 17 +4 Lvl 22 +5 Lvl 27 +6 Implement (Holy Symbol) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Daily ✦ Healing): Minor Action. Until the end of your turn, any character healed by one of your encounter powers or daily powers regains an additional 1d6 hit points. Level 12 or 17: Regains an additional 2d6 hit points. Level 22 or 27: Regains an additional 3d6 hit points." - [[Rituals]] - [[Travelers' Feast (ritual)]] 1 hour - "Food for your entire group materializes out of the air, enough to sustain you through a long day’s march. Level: 4 Category: Exploration Time: 1 hour Duration: 24 hours Component Cost: 35 gp Market Price: 175 gp Key Skill: Nature (no check) You create food and water, enough to feed five Medium or Small creatures or two Large creatures for 24 hours. You designate the type of eaters when performing the ritual, and the ritual creates appropriate food (trail rations for people, grain for horses, and so on). Any food or water created but uneaten disappears at the end of the duration." - [[Tenser's Floating Disk (ritual)]] 10 minutes - "“Oh, this? It follows me everywhere, like a porter that never needs to rest.” Level: 1 Category: Exploration Time: 10 minutes Duration: 24 hours Component Cost: 10 gp Market Price: 50 gp Key Skill: Arcana Arcana Check Result Maximum Load 9 or lower 250 pounds 10–24 500 pounds 25–39 1,000 pounds 40 or higher 2,000 pounds You create a slightly concave, circular plane of force that floats a foot off the ground and can carry what you lay upon it. The disk is 3 feet in diameter and 1 inch deep at its center. It remains stationary unless you move more than 5 squares away from it, in which case it moves with your base speed once per round until it is within 5 squares of you. You can command the disk to move up to your speed as a move action. If you are more than 5 squares from the disk for 2 consecutive rounds, the disk disappears, dropping whatever it was carrying. Your Arcana check result determines the maximum load the disk can carry." - [[Create Campsite (ritual)]] 10 minutes - "A crackling fire, a hot meal, and a warm bedroll await you after a long day of adventuring." - "Level: 1" - "Category: Exploration Time: 10 minutes Duration: 8 hours" - "Component Cost: 15 gp Market Price: 50 gp Key Skill: Nature" - "You summon hundreds of diminutive nature spirits to assemble a campsite in a 5-square radius around you. The spirits clear the area, set up tents, unroll bedrolls, gather water, and prepare a nourishing meal. They also conceal the campsite, with your Nature check result serving as the DC for Perception checks to notice the hidden camp." - "The spirits utilize your and your allies’ gear to make the campsite. If you and your allies lack the appropriate gear, the spirits gather raw materials from the environment to make the campsite." - "At the end of the ritual’s duration, the spirits break down the campsite, pack up your gear, and restore the site to its original state, removing evidence that you and your allies camped there." - [[Water Walk (ritual)]] 10 minutes - "You walk on the water as if it were dry land. Level: 2 Category: Exploration Time: 10 minutes Duration: 1 hour Component Cost: 20 gp Market Price: 100 gp Key Skill: Nature (no check) You or an ally can move on water as if it were solid ground. Rapids or choppy seas are considered difficult terrain. The target of this ritual can end its benefits as a free action. The target can immerse itself in water or swim underwater if desired without needing to end the ritual." - [[Brew Potion (ritual)]] 1 hour - "Liquids brew and bubble, coalescing the raw substance of magic into a form you can drink. Level: 5 Category: Creation Time: 1 hour Duration: Permanent until consumed Component Cost: Special Market Price: 75 gp Key Skill: Arcana or Religion (no check) You create a potion or an elixir (see page 255) of your level or lower. The ritual’s component cost is equal to the price of the potion or the elixir you create." - ((TioD3r8Ll)) - ((BW8jhEPGe)) - ((Bhjaf8gqt)) - ((e0H7Hpi0T)) - ((uBARPt6Lr)) - ((o8cvFBZrU)) - ((ACc3pWZI1)) - Other rituals I like - [[Gentle Repose (ritual)]] - [[Make Whole (ritual)]] - [[Knock (ritual)]] - "A blue, glowing key appears in front of the door and disappears into it. The door glows amber for a moment and then unlocks. Level: 4 Category: Exploration Time: 10 minutes Duration: Instantaneous Component Cost: 35 gp, plus 1 healing surge Market Price: 175 gp Key Skill: Arcana The Knock ritual allows you to open a single locked door, chest, gate, or other object. It even works against portals sealed with the Arcane Lock ritual or doors secured with bolts or bars that are on the far side, out of reach. You must defeat all the closures on a locked object to unlock it. You make one Arcana check per lock, bar, Arcane Lock, or similar closure. The object you unlock does not open automatically; you still must open it yourself after the ritual unlocks it. Make an Arcana check with a +5 bonus in place of a Thievery check to open each lock or closure. (See the Thievery skill description, page 189, for example DCs.) To undo bolts or bars you normally couldn’t reach, you must succeed on a DC 20 Arcana check. If you use this ritual successfully against a portal protected by Arcane Lock, you destroy the Arcane Lock and its effects end." - [[Comprehend language (ritual)]] - "As you finish the ritual, the guttural language of the creatures before you clarifies into something you understand." - "Level: 1" - "Category: Exploration Time: 10 minutes Duration: 24 hours" - "Component Cost: 10 gp Market Price: 50 gp Key Skill: Arcana" - "When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours." - "Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration." - "Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration." - Skills:: 1d20 + bonus below <!--ID: 1631100132175--> - ""base" skill is ABIL MOD+1/2LVL + TRND : 1d20 + Bonus below" - {{[[table]]}} - **Bonus** - **Skill Name** - **ABIL** - **ABIL MOD+1/2LVL** - **TRND (+5)** - **ARMOR PENALTY** - **MISC** - +1 - Acrobatics - [[Dexterity (Dex)]] - "+2" - [ ] - -1[*]([[Armor Class]]) - - +3 - Arcana - [[Intelligence (Int)]] - "+3" - [ ] - NA - - +2 - Athletics - [[Strength (Str)]] - "+3" - [ ] - -1[*]([[Armor Class]]) - - +6 - Bluff - [[Charisma (Cha)]] - "+6" - [ ] - NA - - +13 - Diplomacy - [[Charisma (Cha)]] - "+6" - [x] - NA - +2[*]([[ttrpgs/Order of the Wandering Mind/Half-elf]]) - +6 - Dungeoneering - [[Wisdom (Wis)]] - "+{{[[calc]]: ((v17VWsaMY))+((1doyLcmig))}}" - [ ] - NA - - +1 - Endurance - [[Constitution (Con)]] - "+2" - [ ] - -1[*]([[Armor Class]]) - - +13 - Heal - [[Wisdom (Wis)]] - "+{{[[calc]]: ((v17VWsaMY))+((1doyLcmig))}}" - [x] - NA - +2[*]([[Combat Medic (feat)]]) - +3 - History - [[Intelligence (Int)]] - "+3" - [ ] - NA - - +13 - Insight - [[Wisdom (Wis)]] - "+6" - [x] - NA - +2[*]([[ttrpgs/Order of the Wandering Mind/Half-elf]]) - + 6 - Intimidate - [[Charisma (Cha)]] - "+6" - [ ] - NA - + - +6 - Nature - [[Wisdom (Wis)]] - "+6" - [ ] - NA - - +6 - Perception - [[Wisdom (Wis)]] - "+6" - [ ] - NA - - +8 - Religion - [[Intelligence (Int)]] - "+3" - [x] - NA - - +1 - Stealth - [[Dexterity (Dex)]] - "+2" - [ ] - -1[*]([[Armor Class]]) - - +6 - Streetwise - [[Charisma (Cha)]] - "+6" - [ ] - NA - - +1 - Thievery - [[Dexterity (Dex)]] - "+2" - [ ] - -1[*]([[Armor Class]]) - - Equipment - [[Symbol of Life (holy symbol)]] - "The power of your faith adds energy to your healing prayers. Lvl 2 +1 520 gp Lvl 7 +2 Lvl 12 +3 Lvl 17 +4 Lvl 22 +5 Lvl 27 +6 Implement (Holy Symbol) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Daily ✦ Healing): Minor Action. Until the end of your turn, any character healed by one of your encounter powers or daily powers regains an additional 1d6 hit points. Level 12 or 17: Regains an additional 2d6 hit points. Level 22 or 27: Regains an additional 3d6 hit points." - [[Chainmail (heavy)]] - "+6" - "-1 Check (penalty to strength, dexterity, and constitution-based skill checks)" - "-1 Speed" - "Weight: 40 lb." - [[Dagger (simple melee)]] - "Weight: 1 lb." - [[Hand crossbow (simple ranged)]] - "Weight: 2 lb."